Post by Saria on Jun 16, 2013 10:59:03 GMT -5
»»SARIA«« Age►: Unknown - Late teens. Canon or OC?►: Canon Face Claim►: (Older) Saria - Legend of Zelda Ocarina of Time Sexual Orientation ►: Heterosexual Race ►: Kokiri Group►: Light - Taking Ateis's place »»APPEARANCE«« »»PERSONALITY«« Saria is a Kokiri girl, considered to be very pretty by her fellow Kokiri, who regard her as a motherly figure and the person that they turn to for advice. This is added too because she is very open to comforting those around her and making sure they're happy. Because of her kind-hearted nature, she is very well-liked, or more was very well-liked by the people of her village, especially Mido, who developed a deep fondness for her. She is also Link's best friend, an outsider among the Kokiri, resulting in a powerful bond which seems to elicit feelings of jealousy from Mido, it doesn't help that she honestly really does care for Link despite him being an outsider to the forest. Since she was a child until recently she's rather protective of small children and she'll mother them and try to take care of them the best that she possibly can. If upset she's likely to give the person crying a hug even if they don't 'want' it, comfort is always helpful in any sort of situation where someone is upset or at least she believes that it is. Now she may be motherly and she may be kind-hearted and caring, but she can at times also be rather naive. There are some things that she doesn't understand having never been out of the forest until she became a sage and then was whisked away. She doesn't like killing in any way shape or form and if she herself has to do it, she will be emotionally wounded by it being sensitive to having to do something like that. Likes ►: Link Lyerr her faerie Navi Links faerie Children Music Sweet tasting things Things that are homemade Cooking Stitching Making things The Forest and nature Dislikes ►: Killing Death Darkness Ganon Not seeing her friends because of her duty Being lost Being unable to help those around her »»WARFARE«« Weaknesses: - Dark - Normal/Minor dark damage to a target a single ball of darkness hits the target. 10% extra damage. - Darkra - Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets. 20% extra damage. - Darkga - High/Heavy dark damage to all targets a torrent of darkness converges on the targets. 30% extra damage. - Fire - Normal/Minor fire damage to a target sends fire balls at the target. 10% extra damage. - Fira - Moderate/Medium fire damage to all targets/enemies sends fire balls at the targets. 20% extra damage. - Firaga - High/Heavy fire damage to all targets/enemies, fire converges on the enemies. 30% extra damage. - Demi - Normal/Minor Time damage to a target, traps them in a bubble of time and saps away a small amount of life. 10% extra damage. (Must have the rpers permission) - Demira - Moderate/Medium Time damage to all targets, traps them in a bubble of time and saps away a medium amount of life. 20% extra damage. (Must have the rpers permission) - Demiga - High/Heavy Time damage to all targets, traps them in a bubble of time and saps away a large amount of life. 30% extra damage. (Must have the rpers permission) - Silence - Stops a single target/enemy from casting spells for two turns/posts. This does not effect physical attacks. - Weakness - Cannot be used in conjunction with Physical Weakness. - Physical Weakness - Stops a single target/enemy from physically attacking for two turns/posts. This does not effect magical attacks. - Weakness - Cannot be used in conjunction with Silence. - Blind - Decreases a targets accuracy by a quarter for three turns/posts. It'll always hit Ateis and instead of a simple quarter it decreases her accuracy by half. - Weakness - The user cannot use this again for a full four posts/turns. (Must have the rpers permission) - Reflect - Bounces ALL spells back at the enemy three turns/posts, for a single target. It's horrible because Ateis has rather weak magical defense. - Close Range Attacks - Swords deal 20% higher damage than normal to her. Abilities: Passive - Auto-Haste - Allows a single target to use two skills/spells/move quicker in a single turn. - Auto-Cure - When her health drops below 25% she'll automatically cure herself for 25% of her max HP. This can only be done once during a fight. - Ability-Protect - Lowers physical damage taken from physical abilities for a single target. Cuts damage by a quarter. - Portals - Can be used in or out of battle however in battle they can only be used to leave to a different location away from the battle at hand. They cannot be used in conjunction with anything. They can also take more than one person at a time through. Strengthening - Protect - Lowers physical damage taken by a single target for three turns/posts. Cuts damage by a quarter. - Weakness - Caster takes a quarter more damage from attacks if they haven't used protect on themselves for three turns/posts. - Bravery - Increases a single targets physical damage by a quarter for three turns/posts. - Weakness - Lowers the casters physical damage by a quarter if they haven't used Bravery on themselves for three turns/posts. - Shell - Decreases magic damage by a quarter for three turns/posts, for a single target. - Reflect - Bounces ALL spells back at the enemy three turns/posts, for a single target. Support - Weak - Reveals a single targets elemental weakness. - Float - All targets in range are unaffected by Earth elemental attacks and can walk over traps without triggering them. Healing - Cure - Heals minor/normal wounds/damage but can only target one person. - Cura - Heals moderate/medium wounds/damage but can only target one person. - Curaga - Heals major/heavy wounds/damage and can target a group of people. - Life - Can revive a person/character from the dead. - Revive - Revives a person/character from KO status. - Poisona - Removes poison from a single target. Elemental Spells - Holy - Normal/Minor light damage to a target a single bolt of light hits the target. - Faith - Moderate/Medium light damage to all targets a pillar of light hits each target. - Pearl - High/Heavy light damage to all targets pillars of light come up through the floor and then converge on the targets. - Water - Normal/Minor water damage to a target a single jet of water hits the target. - Watera - Moderate/Medium water damage to all targets a single jet of water hits the targets. - Quake - Normal/Minor Earth damage to a target a small blast of rocks and dirt hit the target. - Seism - Moderate/Medium Earth damage to all targets a small blast of rocks and dirt hit the targets. - Tremor - High/Heavy Earth damage to all targets a Rocks jut out of the ground beneath the targets causing damage. Physical Attacks - Single Shot - Fires a single arrow at an enemy. Roll a single dice, 1 - normal damage, 2 - x2 damage, 3 - x3 damage, 4 - x4 damage, 5 - x5 damage, 6 - Critical Strike (x10 damage). Can be used twice in any one battle. Deals 10% extra damage if the enemy is weak against light. Has a cooldown of four turns/posts. - Double Shot - Fires two arrows, at two different enemies. Roll a die for each arrow. 1 - normal damage, 2 - x2 damage, 3 - x3 damage, 4 - x4 damage, 5 - x5 damage, 6 - Critical Strike (x10 damage). Can be used twice in any one battle. Deals 10% extra damage if the enemy is weak against light. Has a cooldown of four turns/posts. - Triple Shot - Fires three arrows all on a single target. Roll a die for each arrow. 1 - 150 damage, 2 - 250 damage, 3 - 350 damage, 4 - 450 damage, 5 - 550 damage, 6 - Critical Strike 700 damage. Can be used once in any one battle. Deals 10% extra damage if the enemy is weak against light. - Charged Shot - Takes a turn to charge an arrow with energy then she unleashes the arrow dealing 25% hp damage to a single enemy. Can be used twice in any one battle. No cooldown. - Rain of Arrows - Fires a quick succession of arrows before the arrows rain down on the enemy side of the battle field. All enemies -30% Max HP. Can be used twice in any one battle. Four post cooldown. - LIGHT ARROW! - Takes TWO turns to charge which means it CAN be interrupted unless one of her allies stops any incoming attacks. When unleashed it sends out a wide beam of light that tears across the entire battlefield hitting ALL enemies for 60% of their Max HP. There's also an extra 10% damage for those weak against light or earth. This CANNOT be used in pvp and can only be used ONCE in any battle. - Status Rain - Fires arrows at her allies, these arrows are spectral meaning they're made of light energy but they heal all her allies of any negative status effects. Can be used once every four posts. - Healing Rain - The same as Status Rain but heals her allies for 50% of their Max HP. Can be used once every five posts. - Cooldown Reset - Fires an arrow and resets all cooldowns for a single ally. Can be used three times in any one thread. Five post cool down. - Cooldown Remove - Saria fires an arrow at an ally and ALL cooldowns are removed on ALL spells/abilities for three turns. Can be used once per ally in any one thread. Weapons: Items: -x10 HP Booster- Adds 200 HP during Battle Grid/Plot battles. Can be stacked up to 10 times. -x10 Strength Booster- Adds 100 Damage to all physical melee combos during Battle Grid/Plot battles. Can be stacked up to 10 times. -x4 Physical Defense Booster- Lowers damage from monster melee attacks by 10% during Battle Grid/Plot battles. This can only be stacked four times. -x4 Magic Defense Booster- Lowers damage from monster spells by 10% during Battle Grid/Plot battles. This can only be stacked four times. -x10 Magic Booster- Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times. -x2 Extra Weapon Slot- Allows you to wield an extra weapon during Battle Grid/Plot battles. Can be stacked twice. -Spell and Ability Fusion Tier 1- Allows the holder to mix any of their low level/normal level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. -Spell and Ability Fusion Tier 2- Allows the holder to mix any of their medium level/average level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2. -Spell and Ability Fusion Tier 3- Allows the holder to mix any of their high level/heavy level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2. Items: -Iron Bangle Raises max HP by 20% -Power Wrist Raises STR by 20% -Mythril Gloves Raises Defense (lowers damage taken) by 20% -Jade Collar Improves chance of avoiding attacks by 25% -Gillie Boots Protects against oil (Oil won't work). -Winged Boots Casts Float spell on the wearer (Auto-float). -Doctor's Code Adds more healing power to potions (+200 HP recovery). -Ruby Ring Casts reflect on the wearer (Auto-reflect) -Heroes Ring Casts bravery when HP is under 40%. -Red Ring Halves Fire Damage. -White Ring Halves Ice Damage. -Yellow Ring Halves Lightning Damage. -Aqua Ring Halves Water Damage. -Teal Ring Halves Wind Damage. -Green Ring Halves Earth Damage. -Gray Ring Halves Dark Damage. -Neon Ring Halves Light Damage. -Purple Ring Halves Time Damage. -Cream Ring Halves Space Damage. -Dream Shock Adds 50% chance of casting sleep spell to attacks. -Blind Shock Adds 50% chance of casting blind spell to attacks. -Venom Shock Adds 50% chance of casting poison spell to attacks. -Lag Shock Adds 50% chance of casting slow spell to attacks. -System Shock Adds 50% chance of casting stop spell to attacks. »»HISTORY«« History Having been brought to this world for a supposed higher purpose, not only a world but many worlds she's eager to do what she can to help. She'll willingly put herself in harms way if it would actually help those around her, in the absence of this she will stick with Link and her faerie Lyerr. She isn't likely to abandon Link, not when she's able to actually spend time with him now, even despite the dire situation they're in. She will support him the best that she can. »»Out of Character«« Alias ►: Oblivion Roleplay experience ►: forgotten it's been that long Password ►: Removed Other Characters ►: check the who's who How did you find us ►: this is my site yo |